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authorValerio Virgillito2012-03-06 11:05:00 -0800
committerValerio Virgillito2012-03-06 11:05:00 -0800
commit4540b5b4ea2065c3e0d67b46bba8b6764801fbea (patch)
tree4e1561530b1b90ea497bac8e41d193fa605e98b4 /js/lib/math/matrix.js
parent4e35725e6c9044c37bef28b8c8d36f4b5c89bfd9 (diff)
parent84332ab81c1b445195f1d9be8bbeae0725c8e758 (diff)
downloadninja-4540b5b4ea2065c3e0d67b46bba8b6764801fbea.tar.gz
Merge branch 'refs/heads/master' into panels
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1/* <copyright>
2This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
3No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5</copyright> */
6
7var Matrix = function Matrix() {
8
9};
10
11Matrix.create = function( rowArray ) {
12 var mat = Matrix.I(4);
13 var index = 0;
14 for(var j=0; j<4; j++) {
15 for (var i=0; i<4; i++) {
16 mat[index] = rowArray[i][j];
17 index++;
18 }
19 }
20
21 return mat;
22};
23
24Matrix.I = function(dimen) {
25 var mat = [];
26
27 for (var i = 0; i<dimen*dimen; i++) {
28 mat.push(0);
29 }
30
31 var index = 0;
32 for (var j = 0; j<dimen; j++) {
33 mat[index] = 1.0;
34 index += dimen + 1;
35 }
36
37 return mat;
38};
39
40Matrix.Translation = function (vec) {
41 var mat = Matrix.I(4);
42 glmat4.translate(mat, vec);
43 return mat;
44};
45
46Matrix.RotationX = function( angle ) {
47 var mat = Matrix.I(4);
48 glmat4.rotateX(mat, angle);
49 return mat;
50};
51
52Matrix.RotationY = function( angle ) {
53 var mat = Matrix.I(4);
54 glmat4.rotateY(mat, angle);
55 return mat;
56};
57
58Matrix.RotationZ = function( angle ) {
59 var mat = Matrix.I(4);
60 glmat4.rotateZ(mat, angle);
61 return mat;
62};
63
64Matrix.Rotation = function(angle, axis) {
65 var mat = Matrix.I(4);
66 glmat4.rotate(mat, angle, axis);
67 return mat;
68};
69
70Matrix.flatten = function (mat) {
71 var result = [];
72 if (this.elements.length == 0) {
73 return [];
74 }
75
76 for (var i=0; i<16; i++) {
77 result.push(mat[i]);
78 }
79
80 return result;
81};
82
83Matrix.makePerspective = function (fovy, aspect, znear, zfar) {
84 var ymax = znear * Math.tan(fovy * Math.PI / 360.0);
85 var ymin = -ymax;
86 var xmin = ymin * aspect;
87 var xmax = ymax * aspect;
88
89 //return makeFrustum(xmin, xmax, ymin, ymax, znear, zfar);
90
91 var X = 2*znear/(xmax-xmin);
92 var Y = 2*znear/(ymax-ymin);
93 var A = (xmax+xmin)/(xmax-xmin);
94 var B = (ymax+ymin)/(ymax-ymin);
95 var C = -(zfar+znear)/(zfar-znear);
96 var D = -2*zfar*znear/(zfar-znear);
97
98 return Matrix.create([[X, 0, A, 0], [0, Y, B, 0], [0, 0, C, D], [0, 0, -1, 0]]);
99
100};
101
102// Namepace this class
103// TODO
104window.Matrix = Matrix;